The last tree by DeadBoyGames
THE LAST TREE
You're a robot wielding a samurai sword set out to defend the last tree from extinction. Defeat waves of enemies while trying to keep the tree alive with water.
Fast paced action.
Romantic atmosphere.
Challenging game play.
Let's see how long you'll last, and if you can save The Last Tree!
Alpha 1.2. Update
Implementations:
Combo system
Dynamic enemy waves
Refined controls
Water replenishing system
New animations/effects
Environmental effects
New levels
Adjusted difficulty
Timer and max combo count
Power move added
Tutorial
controls: left and right arrow for movement and attacks. Down arrow to water and replenish water. Up for power attack.
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Alpha1.2:


Tools used: Unity, Krita, OpenToonz, Audacity.
| Youtube | https://deadboygames.itch.io/thelasttree |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-last-tree-2 |
Ratings
| Overall | 860th | 3.64⭐ | 27🧑⚖️ |
| Fun | 925th | 3.46⭐ | 27🧑⚖️ |
| Innovation | 639th | 3.58⭐ | 27🧑⚖️ |
| Theme | 113th | 4.26⭐ | 27🧑⚖️ |
| Humor | 1458th | 2.63⭐ | 25🧑⚖️ |
| Given | 28🗳️ | 23🗨️ |
@chonky-animations - The bottom bar represents the level of water the tree has. The tree needs water to grow if it doesn't have any water - it starts to shrink.
@greebs - Thank you for highlighting that - i'll think of ways to improve that!
@r2isabot I'm so glad someone is enjoying it!
@nicholasm21 It was a very intense experience! but for main i took a lot of script, shader assets from my main project that i'm working on. Like for the ui and state machine, also the wobbly shader saved the day!
The difficulty is brutal, tho. Also, as some people mentioned above, the purpose of the bar below is not exactly clear. First, I thought that this is a HP bar for a tree. =)
About the growing/shrinking confusion - right now the only real solution i can come up with for that would be growing and shrinking sounds that could be quite distinguishable and the tree loses leaves as it shrinks.
Maybe if the bar is only red when empty and blue when it has water (instead of a gradient) it would be clear that its only about how much water it has!?
@nnnikki I totally agree. While making it i had many ideas and one was to refill the can, but at the end i just lacked time. I also wanted to add combo counter as well as some flying enemies that you kill by jumping and tossing some shurikens or something.Also enemies that take more than just one hit to kill. That would maybe add some more diversity. But i do get the point about getting the player to move away from the tree. Thank you for writing!
I'm going to keep working on the game and update it. Thank you guys for your suggestions, and your time. It really helps me clarify what are the necessary steps to improve upon the game.
Difficulty was waaay to hard for me and/or ramped up too quickly. Also I know you put them here but throwing up the controls on screen would have been nice (I suspect plenty of people are just going to click the play link and start playing), I assumed space was going to be attack when I used it to navigate the menus, which led to a very confused first play :D.
Reminded me slightly of one finger death punch, but with more buttons to perform attacks. I do wonder if attack left / right could have just been buttons rather than arrow keys and *then* x (with watering still being space and auto running back to the tree), would have suited what exists better, but perhaps didn't fit your original ideas.
Enjoyed playing it though thank you!
@matt-greenbury Thank you for commenting! It really does mean a lot to hear that people are enjoying!
@delph Thanks for the comments. This was very useful as i used a lot of your suggestions to improve the game. Check the new version on itch. I replaced the controls and added a tutorial. Also now there's power move, combo system, multiple levels and dynamic difficulty. Thank you very much for the suggestions!
@ryjcio I now added multiple levels which are ramping up in difficulty over time so maybe you would enjoy another play. Right now i have not thought about the finish but i'll keep working on it so keep checking up!
@natwomb Thank you very much! I did make the assets myself so it means a lot ! I adressed the issue of the character moving around to slowly in the new release. If your'e interested try it again! There's also a lot of other cool stuff :)
The Last Tree Alpha 1.2. Update
https://milkboygames.itch.io/thelasttree
If you'd like some more feedback:
It took me a little while to figure out how to collect water from enemies (I think you have to press attack then *hold* down?) it wasn't clear what the circle in the controls popup meant to me. It did feel cool when I pulled it off but frustrating when I couldnt' figure out why it sometimes worked and sometimes didn't. Could consider that to be automatic and the water containing blobs to be rarer, then again when you're pushed for time you have to choose if you want to collect or not, so it'd be removing that choice from the player so maybe not.
I personally would have preferred if it only moved you back to the tree when you pressed down to water the tree to allow you to more easily chain hits of attacks together against enemies that weren't spaced so that you could continually do it, but staying close to the tree like a protector makes thematic scene too.
Finally it would be great if huge waves of blobs would occasionally come that required you to use your combo, the difficultly ramping felt quite gradual and it might have been more entering if the 'intensity curve' had bigger peaks and dips / variation
(I think this article talks about it: https://www.gamasutra.com/view/feature/3848/gameplay_fundamentals_revisited_.php?print=1
I say think but this just me trying to google to find a concept I was aware of but didn't have good reference ready, the article might not be that great, sorry!).
About the moving back - I have the intention to implement currency that you get from either enemies, or doing something else. The currency then could be spent on upgrades. One of those upgrades would be attack range. With that in mind if you move to the sides too far and if you have a long attack range it could really mess with the overall gameplay, but i still need to experiment.
Thank you for reply and for the article i'll take a look into it :) cheers!